What happened to Kobold2D, KoboldTouch and Kobold Kit?
You probably arrived here following a link to one of the above domains (kobold2d.com, koboldtouch.com, koboldkit.com) and wondering what happened to these projects?
These projects are discontinued. I’m sorry for any inconvenience this may cause.
I’m now focusing on a single product, which is TilemapKit (this site).
Similar tilemap support was also available in KoboldTouch and Kobold Kit, and it turns out that for most users it was the main reason to use KoboldTouch or Kobold Kit.
So it makes sense to focus my efforts on tilemap support and go to great lengths to make it really easy to use tilemaps, really flexible to get information out and modifications into tilemaps at runtime, and to add some cool features you won’t get elsewhere.
With all the above projects, I tried to make an engine that’s better and easier and more convenient to use than the one that already existed. In parts I succeeded while in other areas my efforts really didn’t matter that much yet cost a lot of time.
Of course, with each new project I took what I learned from the last, and applied it to the new one. Personally I think those improvements showed when moving from Kobold2D to KoboldTouch to Kobold Kit.
And now, that next step was to get rid of the whole “trying to make a complete/improved game engine” concept.
It just adds too much maintenance and documentation requirements, and doesn’t create very convincing feature bullet-points (hear, hear: you can now push & pop scenes, woo-hooo!). Plus those are projects which will remain in the shadow of the original project. It’s really hard to stand out, and to convince developers to “change sides”.
You’ll still be able to grab copies of the open source projects Kobold2D (not recommended) and Kobold Kit from github. Kobold Kit is operational, but I haven’t run it in a year so it may have some problems with iOS 8 or Swift. If you would like to contribute and improve Kobold Kit, or even take ownership of the project, please contact me at steffen [at] learn-cocos2d.com.
– Steffen Itterheim